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  1. Is there something wrong with the forums lately, or is it my browser? I've been having trouble formatting posts, and just now I couldn't format anything at all.

    I'm using Vivaldi.

    Usually I have to: select text, click bold, nothing happens, select again, click bold, then it works. 

    Same for other stuff, like creating spoilers, bullet points, links. Nothing works the first time. 

    1. datiswous

      datiswous

      I have no problem. I use Firefox. @Zerg Rush also uses Vivaldi. Have you tried without extensions, or in another browser?

      (btw. bold, italic and underline have shortcut keys: Ctrl B, Ctrl I and Ctrl U, you could try that)

       

  2. I recently saw discussion about PBR materials being added to Doom3BFG with folks also talking about it on Discord. One of the things I always wanted from PBR is proper reflections, especially in a way that works on all FM's new and old without requiring changes (eg: new light entities). Lack of proper reflections is one of the biggest limitations we still have, leaving us with mere boring specular reflections lacking any detail. While currently we can't have things like metallicity or per-pixel roughness, not even the ability to use the skybox or player camera feed as a reflection map, we do have a generic cubemap used only on windows and a few special textures. So the thought itched me: What if we could make every material with a specular map also blend a cubemap reflection? I've done Linux batch scripts for complex tasks before, so after lots of searching (and dealing with DOS era line terminations getting in the way) I managed to create a bash script that will do just that! This 50 line script will detect all materials with a specular map, inject a customized cubemap reflection, then repack everything. It scans every material in TDM thus it changes all map textures models and entities alike, everything gets modified to benefit from this. Modifications are NOT made to the official pk4 files, instead a single pk4 named Z-tdm_materials_cubemap.pk4 is generated to override the old defs, you can revert at any time simply by removing this one file. The cubemaps are subtly blended in without using extra vertex / fragment shaders which should have minimal performance impact, they also respect the bump map of the material and are deformed by it... each cubemap is masked by the specular map which gives it a close feel to PBR, materials without a specularity texture are considered rough and remain unchanged. Simply download the script and use it in your TDM folder, you'll need either Linux or a bash environment on Windows (untested): material_cubemaps.sh #!/bin/bash # Add cubemap reflections to all TheDarkMod materials containing specular maps # Use sub(/\r$/,"") to fix DOS line termination, https://stackoverflow.com/questions/45772525/why-does-my-tool-output-overwrite-itself-and-how-do-i-fix-it # Unpack all materials mkdir "temp" for f in *.pk4; do unzip -o $f "materials/*" -d "temp" done mv "temp/materials" "temp/mtr" mkdir "temp/materials" cd "temp/mtr" # Inject cubemap code into all materials with specular maps, the reflection is masked by specular intensity # First ensure the file contains at least one definition that need to be modified to avoid needless repacking for f in *.mtr; do awk '{ sub(/\r$/,"") if($1 == "specularmap" && $2 != "_black" && $2 != "") exit !f }' "$f" if [ $? == 1 ]; then awk '{ sub(/\r$/,"") print $0 if($1 == "specularmap" && $2 != "_black" && $2 != "") { print "" print " // Cubemap reflection for specularity" print " {" print " maskcolor" print " map makealpha(" $2 ")" print " }" print " {" print " blend gl_dst_alpha, gl_one" print " maskalpha" print " cubeMap env/gen3" print " texgen reflect" print " }" } }' "$f" > "../materials/$f" fi done # Pack modified materials cd ".." zip -r "../Z-tdm_materials_cubemap.pk4" "materials" rm -r "../temp" At the moment I haven't done a full comparison and only tried it out on a map I'm working on: It's possible I might do my next TDM stream with this on which will allow others to see it better. From what I'm noticing it's pretty much perfect: Very subtle and doesn't disrupt visually, it does improve realism in a lot of cases as you move around and see the shine... given the texture is almost always masked and distorted by bump you don't feel the reflection is ugly and fake but it feels natural. Currently this is here as a mod for players that wish to use it... not gonna lie part of me is tempted to suggest it be considered for 2.11, it's definitely an improvement to having no reflections at all until a better method is found. Please try it out and share your own thoughts and images, below are a few screenshots I took during my first test to confirm it works as expected.
  3. Since Aluminum directed me here ( https://forums.thedarkmod.com/index.php?/topic/9082-newbie-darkradiant-questions/page/437/#comment-475263 ) can we have unlimited renderer effects? Well, maybe not unlimited, by maybe 3-5? Thanks.

     

    1. Show previous comments  1 more
    2. Nort

      Nort

      Since I wasn't the one mainly asking, I'll just cite you in the original thread instead.

    3. AluminumHaste

      AluminumHaste

      There already is a kind of sorting, sort nearest, sort decal, sort <n>. For things like windows and such, sort nearest should probably have the desirable affect, though looking through multiple translucent shaders might kill performance.

    4. Nort

      Nort

      Is having multiple render effects really killing performance that badly? I don't understand. You're saying that if I have two transparent objects side-by-side, then they'll just count as two render effects, but when combined, they somehow become something much more difficult to render?

      Never-the-less, unless we're talking some kind of infinite portal problem, why not let the mapper choose how much he wants to kill performance? Just warn him against putting too many effects close together.

  4. Woo!! 2.10 Beta "Release Candidate" ( 210-07 ) is out:

    https://forums.thedarkmod.com/index.php?/topic/21198-beta-testing-210/

    It wont be long now :) ...

  5. I don't think there's a link to thedarkmod.com on forums.thedarkmod.com ...

    1. datiswous

      datiswous

      Yeah and the wiki and moddb. It should have those links in the footer I think. Probably easy to add by an admin.

      Edit: And a link to the bugtracker. I'm always searching for a post in the forum that links to that because I can't remember the url.

    2. Petike the Taffer

      Petike the Taffer

      I drew attention to this several times in the last few years. No one payed it any attention, so I just gave up.

    3. duzenko

      duzenko

      Reluctance to improve the forums is matched by reluctance to allow more people to work on it. Talk about trust and power.

  6. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
  7. Still spreading the word about TDM on forums to new peops... Funny to see people say "Awesome, I loved playing Thief back in the day!"

    1. Show previous comments  2 more
    2. kano

      kano

      Yes it was in a discussion where someone was saying how unhappy they are with the way game companies grant themselves permission to do whatever they like to your PC and personal info today. I pointed out that giving up games completely is an unnecessarily overkill solution when there are free games like TDM to play.

    3. Epifire

      Epifire

      Honestly the mod/Indie genre is still really booming right now. And they aint got no reason to do shady invasive privacy bs.

    4. Petike the Taffer

      Petike the Taffer

      What Epifire said. :-)

    1. Tarhiel

      Tarhiel

      Awesome, congratulations!!! :o

    2. Bikerdude

      Bikerdude

      Yup, all the remianing bugs were ironed out, so it nigh on perfect now.

    3. AluminumHaste

      AluminumHaste

      version 2.1 is now uploaded to mirrors ready to download.

  8. can somebody fix the mainpage of our site? http://forums.thedarkmod.com/topic/19469-new-layout-error/

    1. nbohr1more
    2. Springheel

      Springheel

      It's under construction at the moment.

       

  9. Experimenting with TDM on Steam Link on Android. see topic http://forums.thedarkmod.com/topic/19432-tdm-on-steam-link-for-android/

    1. freyk

      freyk

      Did the TDM team removed D3's internal Joypad feature? (tdm works only with systemkey binders for joysicks)

    2. freyk

      freyk

      Thanks to shadrach, i got my joypad working in TDM on steam link!

  10. Did a great find today: Quake 4 mods for dummies. Now online readable. http://forums.thedarkmod.com/topic/5576-book-quake-4-mods-for-dummies/?p=412644

    1. Obsttorte
    2. Bikerdude

      Bikerdude

      He changed ita long while back, it was so he was using the same name as he uses on other forums.

  11. That moment you log into TDM forums and suddenly feel nostalgic...

    1. Sotha

      Sotha

      Protip: if you never log off and stay for ever, there is no nostalgia when you visit.

    2. Melan

      Melan

      Welcome back!

    3. RPGista

      RPGista

      Haha yeah, I feel like that from time to time. Good to see you around.

    1. demagogue
    2. jaxa

      jaxa

      I've found it difficult to find where TDM is listed as #1 on Greenlight. This page ( https://steamcommunity.com/greenlight/ ) has no ranked listing. This one ( https://steamcommunity.com/sharedfiles/filedetails/?id=858048394 ) has no visible rank or stats page. Is it my script blocker?

  12. Hey, Every time I've try to use the Full Editor when PM'ing someone, and every single time I get an error. Whoever is in charge of the forum, is it possible that this could be fixed? Thanks Neon
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